mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-26 07:57:30 +01:00
ply meshloader now also supports textures with names texture_u/texture_v.
Thx @acy for bugreport and test-model (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=52646) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6133 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
parent
d7a1a35339
commit
a1b9e8c2ed
@ -1,5 +1,7 @@
|
||||
--------------------------
|
||||
Changes in 1.9 (not yet released)
|
||||
- ply meshloader now also supports textures with names texture_u/texture_v.
|
||||
Thx @acy for bugreport and test-model (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=52646)
|
||||
- Fix potential reading/writing 1 byte behind it's own buffer in PLY loader.
|
||||
Thanks @wolfgang for report and patch (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=52627&p=305573#p305573)
|
||||
- ICursorControl::isVisible is now always returning the flag set in setVisible.
|
||||
|
@ -302,49 +302,51 @@ bool CPLYMeshFileLoader::readVertex(const SPLYElement &Element, scene::CDynamicM
|
||||
for (u32 i=0; i < Element.Properties.size(); ++i)
|
||||
{
|
||||
E_PLY_PROPERTY_TYPE t = Element.Properties[i].Type;
|
||||
const core::stringc& name = Element.Properties[i].Name;
|
||||
|
||||
if (Element.Properties[i].Name == "x")
|
||||
if (name == "x")
|
||||
vert.Pos.X = getFloat(t);
|
||||
else if (Element.Properties[i].Name == "y")
|
||||
else if (name == "y")
|
||||
vert.Pos.Z = getFloat(t);
|
||||
else if (Element.Properties[i].Name == "z")
|
||||
else if (name == "z")
|
||||
vert.Pos.Y = getFloat(t);
|
||||
else if (Element.Properties[i].Name == "nx")
|
||||
else if (name == "nx")
|
||||
{
|
||||
vert.Normal.X = getFloat(t);
|
||||
result=true;
|
||||
}
|
||||
else if (Element.Properties[i].Name == "ny")
|
||||
else if (name == "ny")
|
||||
{
|
||||
vert.Normal.Z = getFloat(t);
|
||||
result=true;
|
||||
}
|
||||
else if (Element.Properties[i].Name == "nz")
|
||||
else if (name == "nz")
|
||||
{
|
||||
vert.Normal.Y = getFloat(t);
|
||||
result=true;
|
||||
}
|
||||
// there isn't a single convention for the UV, some software like Blender or Assimp uses "st" instead of "uv"
|
||||
else if (Element.Properties[i].Name == "u" || Element.Properties[i].Name == "s")
|
||||
// There isn't a single convention for the UV, some software like Blender or Assimp uses "st" instead of "uv"
|
||||
// Not sure which tool creates texture_u/texture_v, but those exist as well.
|
||||
else if (name == "u" || name == "s" || name == "texture_u")
|
||||
vert.TCoords.X = getFloat(t);
|
||||
else if (Element.Properties[i].Name == "v" || Element.Properties[i].Name == "t")
|
||||
else if (name == "v" || name == "t" || name == "texture_v")
|
||||
vert.TCoords.Y = getFloat(t);
|
||||
else if (Element.Properties[i].Name == "red")
|
||||
else if (name == "red")
|
||||
{
|
||||
u32 value = Element.Properties[i].isFloat() ? (u32)(getFloat(t)*255.0f) : getInt(t);
|
||||
vert.Color.setRed(value);
|
||||
}
|
||||
else if (Element.Properties[i].Name == "green")
|
||||
else if (name == "green")
|
||||
{
|
||||
u32 value = Element.Properties[i].isFloat() ? (u32)(getFloat(t)*255.0f) : getInt(t);
|
||||
vert.Color.setGreen(value);
|
||||
}
|
||||
else if (Element.Properties[i].Name == "blue")
|
||||
else if (name == "blue")
|
||||
{
|
||||
u32 value = Element.Properties[i].isFloat() ? (u32)(getFloat(t)*255.0f) : getInt(t);
|
||||
vert.Color.setBlue(value);
|
||||
}
|
||||
else if (Element.Properties[i].Name == "alpha")
|
||||
else if (name == "alpha")
|
||||
{
|
||||
u32 value = Element.Properties[i].isFloat() ? (u32)(getFloat(t)*255.0f) : getInt(t);
|
||||
vert.Color.setAlpha(value);
|
||||
|
Loading…
Reference in New Issue
Block a user